Pathfinder
is a word with quite a few meanings. Ignoring the vehicle, the branch
of the Girl Guides, a movie or two with that name, and so on, even
within the context of the roleplaying game published by Paizo, it has
several meanings. It is the name of the game itself (which was named
after the Pathfinder Adventure Path),
it is the name of an in-game organization of adventurers and treasure
seekers, and it is also the name of a real-world organized play
society (in which players play members of the in-game Pathfinder
Society). It makes a certain kind of sense that, because it shares
the same name as the game, the in-game society would gain a certain
amount of extra attention. It likewise makes a suitable vessel for
creating a real-world organized play society around. As such, it’s
not surprising that there would be a full book devoted to it. What is
perhaps surprising is that there are now three.
The
first book was Seekers of Secrets.
Then came the Pathfinder Society Field Guide. Now, there’s
also the Pathfinder Society Primer.
Admittedly, the first two books weren’t all that good. They were
also part of the Campaign Setting
line (meant primarily for gamemasters, even though there’s a lot
useful for players in both books), while the new Primer
is part of the Player Companion line
(for players, obviously). Nevertheless, three books on the same group
seems like a bit of overkill, especially when no other organization
has gotten even a single book to itself. Generally, organizations
have to share space with other organizations, such as the knightly
orders in Knights of the Inner Sea.
On some of those occasions, such as in the Faction Guide, these organizations even have to
share space with...yes, the Pathfinder Society. I suppose that, since
the real-world Pathfinder Society is focused around the exploits of
their in-game namesake, the real-world society needs some extra
material, but nonetheless, I can’t help but feel that the
Pathfinder Society (the in-game one) really doesn’t need any more
material about itself.
In
looking at the Pathfinder Society Primer,
I have done my best to look at the merits of the book on its own and
not let my bias about the number of books on the subject cloud my
judgements. That said, this book does not exist in isolation. It’s
part of a series (or rather, several series) of books, and its place
within that series is important too, so I cannot completely ignore
that it is the third book on the same basic topic. In cases such as
the Pathfinder field agent prestige class, it is very relevant.
The
Pathfinder Society Primer
is a bit of a dry read, but it does a good job of providing a
player-centric overview of the society and how to create characters
who are members of the society. As with other Player
Companion books on types or
groups of characters (like Knights of the Inner Sea
or Pirates of the Inner Sea),
it’s not vital for players to have the book in order to create such
characters, but those who do will find some benefit from it. Perhaps
the best aspect of the Primer
is that it provides player-specific information in one place rather
than mixing it in with GM material, like in Seekers of
Secrets and the Pathfinder
Society Field Guide.
The
inside front cover of the book contains a useful map showing the
locations of Pathfinder lodges across the Inner Sea Region, including
inactive lodges and the Grand Lodge in Absalom. The book itself then
opens with an overview of the Society’s core values and
organizational structure before discussing characters’ choices and
providing a role and a couple of item kits for Pathfinders. It then
discusses how characters join the Pathfinder Society: either through
training, or field commission. The book does not go into much detail
about the training process other than mentioning a series of tests to
get in, followed by three years of training, and then a final test
called the Confirmation. It definitely does not include any of the
rather immoral training methods (confinement to the Grand Lodge,
virtual slavery, and exceedingly harsh penalties for rule-breaking)
discussed in Seekers of Secrets.
While I have no problem with organizations having darker undersides
(such things can add fun to the gaming experience), for a group that
Paizo markets as an ideal one for PCs to join (and which every member
of the real-world Pathfinder Society must
join), it is a wise decision to quietly ret-con these less altruistic
bits.
There
are quite a few new feats scattered throughout the book. The first
six are in the section on joining the Pathfinders—three for those
who join by training, three for members with a field commission,
although there doesn’t really seem to be any reason why trained
members can’t take a field commission feat or vice versa.
The
next sections of the book look at the three main divisions within the
Pathfinders: the Scrolls, the Spells, and Swords. The Scrolls are
devoted to the acquisition of knowledge, while the Spells devote
themselves to magical and mystical dealings. The Swords, on the other
hand, focus their attentions on perfecting their combat abilities.
All three sections contain new spells, feats, and traits, and the
Swords section also contains a new magic weapon property—deceptive,
which provides bonuses to feint and allows an immediate action feint
on a critical hit. The traits and spells are all interesting and
useful (in the right circumstances), but the feats are a bit of a
mixed bag. Cut Your Losses is a particularly interesting and fun one.
It allows you to grab an unattended object or unconscious ally as
part of a withdraw action—a great way to retreat without abandoning
your fallen friends! On the other hand, Collective Recollection is a
feat that offers no real advantage for taking it. It is a teamwork
feat (meaning you can only use it with someone else who also has the
feat) that allows you to aid another on Knowledge skill checks. To be
honest, I never realized that this was something that couldn’t be
done without the feat. As with using aid another with any skill, I’ve
always judged whether it can be used based on the circumstances.
There are certainly circumstances where it makes sense that people
can
discuss their knowledge with
each other and help jog their own memories. However, even assuming
that you can’t normally use aid another with Knowledge checks, I
can’t imagine many people taking a feat that only occasionally
gives them a +2 bonus to Knowledge checks and then, only if the other
person also has the same feat and is within 30 feet of you.
The
central two pages of the book contain descriptions of six prominent
Pathfinder lodges from across Golarion, including the Lantern Lodge
in Goka in Tian Xia (the only lodge here that is not on the map on
the inside front cover). The descriptions also come with beautiful
black-and-white sketches of the buildings, and portraits of the
lodges’ venture-captains.
Following
this is a new prestige class: the Pathfinder field agent. I think
it’s important that prestige classes be tied to organizations or
other specific groups within a campaign setting, but there’s a
point where it gets
to be too much. Much
like I feel there are too many books on the Pathfinder Society
itself, there are too many Society-specific prestige classes. Most
organizations get no more than one (if even that many). The
Pathfinder Society now has five.
The Core Rulebook has
the Pathfinder chronicler. Seekers of Secrets
introduced three more: the Pathfinder delver, the Pathfinder savant,
and the student of war. The Pathfinder field agent really doesn’t
stand out amongst these, especially as its abilities are rather
unfocused. Pathfinder training is one ability gained at 1st level and
every third level. It works much like rogue talents do—indeed, one
of the abilities you can select is “rogue talent”, which allows
you to select a rogue talent. Pathfinder field agents also gain some
bonus teamwork feats and abilities to upgrade wayfinders.
The tenth-level ability, legends uncovered, works like the spell
legend lore. Overall,
I’m not really sure what the Pathfinder field agent is trying to
be, other than a bit of a jack-of-all-trades character. Yet a
jack-of-all-trades, which makes sense for the Pathfinder Society,
doesn’t really work as a prestige class. It would be better to
simply
go with
a bard or rogue, or
just multiclass.
The
next few sections include a number of new magic items, in particular
new wayfinders and
ioun stones. To be
honest, I’ve never found wayfinders
all that interesting. They’re basically compasses that can cast
light. However, they
are essentially iconic symbols of the Pathfinder Society, items that
every Pathfinder must have at least one of. It makes sense that there
would be all kinds of variant wayfinders,
much like you can get all sorts of different kinds of cell phones in
the real world. There are seven variant wayfinders
in this book that you can add to other variants in Seekers
of Secrets and the Pathfinder
Society Field Guide. One key
property of wayfinders
is that you can add an ioun stone
to a socket in a wayfinder,
allowing you to gain the abilities of the ioun stone
without it orbiting your head, as well as possibly unlock some
additional powers. It’s not surprising then that there are also a
number of new ioun stones
in the book, along with the resonant powers they gain when added to
wayfinders. The other
magic items in the book include a variety of items that would be of
benefit to Pathfinders.
The
next section of the Primer
covers the Pathfinder Chronicles,
a series of books detailing the exploits of famous Pathfinders.
Although these are not magical items, characters who read volumes of
the Chronicles can
gain specific skill bonuses. I like the idea of being able to gain
non-magical improvements to skills without gaining a level, as it
makes real-world sense. Admittedly, these bonuses only last for 24
hours, and you must read the volume for a minimum of one hour each
day to get them back for another 24 hours. After a while, you’d
expect a person would have it memorized, but such are the realities
of dealing with game mechanics and game balance.
This
section is followed by a section on “vanities”, special perks
that can be gained by spending prestige points (a system used by the
real-world Pathfinder Society and detailed in the Faction
Guide). The final section of the
book discusses getting involved with the real-world organized play
society.
The
best parts of the Pathfinder Society Primer
are the numerous sidebars throughout the early sections of the book,
offering insights into things such as “Famous Pathfinder Society
Discoveries”, “Advice for Neophytes”, and “Allies” and
“Enemies of the Pathfinder Society”. These help add a lot of
flavour and colour to an otherwise dry text.
Overall,
the Pathfinder Society Primer
serves its purpose of helping players create characters who are
members of the Pathfinder Society. However, while there are a lot of
new mechanical options, you won’t likely learn much about the
Society itself beyond the bare bones. There is very little “fluff”
content in here, perhaps because this is the third book on the
Society. While the feats, spells, wayfinders,
and other items are all new and not repeated from the previous books,
there is still a feeling of “more of the same” here. How many
prestige classes or new wayfinders
does the Pathfinder Society really need? Not as many as are
available, I can’t help but feel. Instead of three books on the
Pathfinders, it would be nice to see a book on one of the other major
organizations of Golarion. I’d personally really like to see a book
on the Aspis Consortium.
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